home *** CD-ROM | disk | FTP | other *** search
- --------------------------------------------------------------------------------
- -- Weapon Rat + Projectile Rat
- -- Original Carnage Contest Weapon
- -- Script by DC, March 2010, www.UnrealSoftware.de
- --------------------------------------------------------------------------------
-
- -- Setup Tables
- if cc==nil then cc={} end
- cc.rat={}
- cc.rat.rat={}
-
- -- Load & Prepare Ressources
- cc.rat.gfx_wpn0=loadgfx("weapons/rat0.bmp") -- Weapon Image Frame 0
- setmidhandle(cc.rat.gfx_wpn0)
- cc.rat.gfx_wpn1=loadgfx("weapons/rat1.bmp") -- Weapon Image Frame 1
- setmidhandle(cc.rat.gfx_wpn1)
- cc.rat.sfx_attack=loadsfx("rat.ogg") -- Attack Sound
- cc.rat.sfx_step=loadsfx("ratstep.ogg") -- Step Sound
-
- --------------------------------------------------------------------------------
- -- Weapon: Rat
- --------------------------------------------------------------------------------
-
- cc.rat.id=addweapon("cc.rat","Rat Attack",cc.rat.gfx_wpn0,1,2) -- Add Weapon (1 use, first in round 2)
-
- function cc.rat.draw() -- Draw
- -- Draw
- if weapon_shots<=0 then
- -- Info
- hudinfo("Hit [Space] once to launch the rat!")
- if getplayeraction(0)==0 then
- setblend(blend_alpha)
- setalpha(1)
- setcolor(255,255,255)
- setscale(getplayerdirection(0),1)
- setrotation(-(20+math.sin(os.clock()*30)*15)*getplayerdirection(0))
- drawimage(cc.rat.gfx_wpn0,getplayerx(0)+getplayerdirection(0)*7,getplayery(0)-1)
- end
- end
- end
-
- function cc.rat.attack(attack) -- Attack
- if (weapon_shots<=0) then
- -- Fire a projectile (on release/full charge)
- if (attack==1) then
- -- No more weapon switching!
- useweapon(0)
- -- No more player control!
- playercontrol(0)
- -- Set Round Time (15 sec)
- secondsleft=math.floor(getframesleft()/50)
- changeturntime(15-secondsleft)
- -- Launch
- weapon_shots=weapon_shots+1
- id=createprojectile(cc.rat.rat.id)
- projectiles[id]={}
- -- Ignore collision with current player at beginning
- projectiles[id].ignore=playercurrent()
- -- Set initial position of projectile
- projectiles[id].x=getplayerx(0)+getplayerdirection(0)*8
- projectiles[id].y=getplayery(0)
- if collision(col5x5,projectiles[id].x,projectiles[id].y)==1 then
- if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
- projectiles[id].x=getplayerx(0)
- end
- end
- projectiles[id].px=projectiles[id].x
- projectiles[id].py=projectiles[id].y
- -- Set Speeds
- projectiles[id].sy=0
- -- Set direction of projectile
- projectiles[id].dir=getplayerdirection(0)
- -- Animation
- projectiles[id].frame=0
- projectiles[id].timer=0
- -- Timer
- weapon_timer=50
- -- Sound
- playsound(cc.rat.sfx_attack)
- end
- end
- end
-
- --------------------------------------------------------------------------------
- -- Projectile: Rat
- --------------------------------------------------------------------------------
-
- cc.rat.rat.id=addprojectile("cc.rat.rat") -- Add Projectile
-
- function cc.rat.rat.draw(id) -- Draw
- -- Setup draw mode
- setblend(blend_alpha)
- setalpha(1)
- setcolor(255,255,255)
- setscale(1,1)
- -- Calculate projectile rotation
- if projectiles[id].dir==1 then
- setrotation(math.deg(math.atan2(projectiles[id].x-projectiles[id].px,-(projectiles[id].y-projectiles[id].py)))+270)
- else
- setscale(1,-1)
- setrotation(math.deg(math.atan2(projectiles[id].x-projectiles[id].px,-(projectiles[id].y-projectiles[id].py)))-90)
- end
- -- Draw projectile
- if projectiles[id].frame==0 then
- drawimage(cc.rat.gfx_wpn0,projectiles[id].x,projectiles[id].y-2)
- else
- drawimage(cc.rat.gfx_wpn1,projectiles[id].x,projectiles[id].y-2)
- end
- -- Draw Arrow if out of Screen
- outofscreenarrow(projectiles[id].x,projectiles[id].y)
- -- Info
- hudinfo("Hit [Space] again to detonate the rat!")
- end
-
- function cc.rat.rat.update(id) -- Update
- -- Save old position (for rotation calculation)
- if getframesleft()%15==0 then
- projectiles[id].px=projectiles[id].x
- projectiles[id].py=projectiles[id].y
- end
- -- Timer
- weapon_timer=weapon_timer-1
- -- Animation
- projectiles[id].timer=projectiles[id].timer+1
- if projectiles[id].timer>7 then
- projectiles[id].timer=0
- projectiles[id].frame=1-projectiles[id].frame
- end
- -- Move Left/Right
- projectiles[id].x=projectiles[id].x+projectiles[id].dir
- if collision(col5x5,projectiles[id].x,projectiles[id].y)==1 then
- if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
- -- Upwards/Downwards space?
- doturn=1
- for i=1,14,1 do
- if (i%2)==1 then offset=(i+1)/2 else offset=-(i/2) end
- if collision(col5x5,projectiles[id].x,projectiles[id].y+offset)==0 then
- doturn=0; projectiles[id].ignore=0 projectiles[id].y=projectiles[id].y+offset; break
- elseif terraincollision()==0 and objectcollision()==0 and playercollision()==projectiles[id].ignore then
- doturn=0; projectiles[id].y=projectiles[id].y+offset; break
- end
- end
- if doturn==1 then
- -- Move Back / Turn
- projectiles[id].x=projectiles[id].x-projectiles[id].dir
- projectiles[id].dir=projectiles[id].dir*(-1)
- projectiles[id].px=projectiles[id].x
- projectiles[id].py=projectiles[id].y
- end
- end
- else
- projectiles[id].ignore=0
- end
- -- Fall Down
- projectiles[id].sy=projectiles[id].sy+getgravity()*2
- msubt=math.ceil(math.abs(projectiles[id].sy)/3)
- msuby=projectiles[id].sy/msubt
- for i=1,msubt,1 do
- projectiles[id].y=projectiles[id].y+msuby
- -- Collision
- if collision(col5x5,projectiles[id].x,projectiles[id].y)==1 then
- if terraincollision()==1 or objectcollision()>0 or playercollision()~=projectiles[id].ignore then
- if projectiles[id].timer==0 or projectiles[id].sy>0.5 then
- playsound(cc.rat.sfx_step)
- end
- projectiles[id].sy=0
- projectiles[id].y=projectiles[id].y-msuby
- break
- end
- else
- projectiles[id].ignore=0
- end
- -- Water (Swim)
- if (projectiles[id].y)>getwatery()-40 then
- projectiles[id].sy=0
- projectiles[id].y=getwatery()-40
- if (getframesleft()%20)==0 then
- playsound(sfx_waterstep)
- end
- end
- end
- -- Timer / Explode
- if getframesleft()<5 or (weapon_timer<=0 and keydown(key_attack)==1) then
- -- Splatter
- playsound(sfx_splatter2)
- -- Cause damage
- arealdamage(projectiles[id].x,projectiles[id].y,90,50)
- -- Destroy terrain
- terrainexplosion(projectiles[id].x,projectiles[id].y,35,1)
- -- Crater
- grey=math.random(0,40)
- if math.random(0,1)==1 then
- terrainalphaimage(gfx_crater100,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
- else
- terrainalphaimage(gfx_crater125,projectiles[id].x,projectiles[id].y,math.random(6,9)*0.1,grey,grey,grey)
- end
- -- Free projectile
- freeprojectile(id)
- -- End Turn
- endturn()
- end
- -- Scroll to projectile
- scroll(projectiles[id].x,projectiles[id].y)
- end